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Bushwhacked
2008-08-07, 08:19 PM
Fore-word:Originally posted a while back, here (http://www.giantitp.com/forums/showthread.php?t=68970). I've worked out a few things I didn't like about it (main complaint was the capstone ability) and tightened up the rules around the custom jumping. I've also changed the skills somwhat as I found that the very early levels need climb and balance to get a 10' advantage. Ooh and i learned how to do tables :smallbiggrin:

Dragoon
Game Rule Information
Dragoons have the following game statistics.
Abilities: Strength and Dexterity are vital parts of this class so is Constitution if you'd like to take a few hits while your grounded. A reasonable Intelligence will be needed as your skills keep your own powers from killing you and Charisma powers a few of their supernatural abilities. Wisdom is their lest important ability.
Alignment: Any nonchaotic.
Hit Die: d8

Class Skills
The Dragoons class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Nobility/Royalty) (Int), Ride (Dex) and Tumble (Dex).

Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
All the following are class features of the Dragoon.

Dragoon
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+0|
+2| Javelineer’s Advantage, Light as a Feather I

2nd|
+2|
+0|
+0|
+3| Jump Bonus +3

3rd|
+3|
+1|
+1|
+3| Break Fall

4th|
+4|
+1|
+1|
+4| Great Leap I

5th|
+5|
+1|
+1|
+4| Lancer’s Charge, Jump Bonus +6

6th|
+6|
+2|
+2|
+5| Light as a Feather II

7th|
+7|
+2|
+2 |
+5| -

8th|
+8|
+2|
+2|
+6| Riding the Currents, Jump Bonus +9

9th|
+9|
+3|
+3|
+6| -

10th|
+10|
+3|
+3|
+7| Unerring Accuracy I

11th|
+11|
+3|
+3|
+7| Great Leap II, Jump Bonus +12

12th|
+12|
+4|
+4|
+8| Light as a Feather III

13th|
+13|
+4|
+4|
+8| -

14th|
+14|
+4|
+4|
+9| Unerring Accuracy II, Jump Bonus +15

15th|
+15|
+5|
+5|
+9| Skill Mastery: Jump and Tumble

16th|
+16|
+5|
+5|
+10| Wind Walker

17th|
+17|
+5|
+5|
+10| Jump Bonus +18

18th|
+18|
+6|
+6|
+11| Great Leap III

19th|
+19|
+6|
+6|
+11| Downward Drive

20th|
+20|
+6|
+6|
+12| Jump Bonus +21 [/table]

Weapon and Armor Proficiency: The Dragoon is proficient in the use of All Polearms, Lances and Simple weapons. Dragoons are also proficient with all Armors and Shields except Tower Shields. Armor check penalties still apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, swim checks suffer a –1 penalty for every 5 pounds of armour and equipment carried.

Light as a Feather (Ex): The Dragoon may ignore Jump and Tumble penalties with the listed Armor, as well as movement penalties. Light Armor 1st, Medium at 6th and Heavy at 12th.

Javelineer’s Advantage (Ex): When using a medium sized, piercing, thrown weapon the Dragoon can launch a deadly attack from above. If throwing a weapon from above, check the distance between your height the targets height, for every 10 feet vertical add 5 feet to the horizontal distance for purposes of range increment. For every 10 feet that the Dragoon is above the target (up to a maximum of 100ft.) she can add half of her unmodified strength bonus to the attack for the purposes of damage. The Dragoon retains her bonus of +1 to attack from having higher ground.
i.e. Richard throws a javelin, with his +2 Str bonus, from his vantage point 43 feet above a goblin, which stands 15 feet (three squares) from him horizontally. The goblin is now counted as 35 feet away giving the javelin a -1 to hit (-2 on the for the distance modifier, +1 for higher ground) and giving Richard a modified strength bonus to damage of +6 for this attack.

Jump Bonus: At 2nd level, and every three levels afterwards the Dragoon gets a cumulative +3 bonus to her jump ability.

Break Fall (Su): As of 3rd level she gets the ability to direct her fall a little and take some of the impact from a hard landing. During the fall the Dragoon may move horizontally at a distance up to half the distance of the fall and turn up to 10 degree’s for every ten feet fallen. Also for every 10 points of your tumble check result you can treat the fall as if it were 10 feet shorter than it really is for determining damage. To gain the benefit the fall is counted as a move equivalent action, the maximum distance you can fall is 100ft. and any five foot step must be taken at the end of the turn (when on solid ground). Using this power doesn’t impede your ability to use Lancer’s Charge.
Note of multiple turn falls: this power only reduces the fall damage from turns in which you used this power, i.e. if you fall for three turns and only use this power in the last turn you still suffer the damage from the first two turns normally.

Great Leap (Su): At 4th level or higher the Dragoon can make a leap almost vertically from standing, it takes a full round action for her to prepare and spring in which she is subject to attacks of opportunity and any five foot step must be taken at the start of the turn. The jump is designed to take you so high that you only actually go up in this round; coming back down is left until your next turn. You must declare a destination for the jump but this will often be a zenith if it is you will count as being x feet above your destination square until your next turn (note this can still take you to a high point i.e. a ledge, if that point is within the roll). Roll on your jump skill; the score indicates the maximum height that this jump can attain in feet, the Dragoon can choose to move up to the half height of the jump horizontally during flight. If the declared destination cannot be reached this turn or next then a comparable destination may be chosen as long as it maintains the same intent. This may be used once every 5 rounds.
At 11th level the Dragoon no longer takes attacks of opportunity from making a Great Leap and the Dragoon can now use a Great Leap once every 3 rounds. At 18th level the Great Leap becomes a move equivalent action.

Lancer’s Charge (Ex): At 5th level or higher a Dragoon can use medium or large sized, piercing, lance or polearm to make a diving charge from a height on one opponent. To accomplish this she must either land on the opponents square or with a reach weapon in one of the square short of the opponent (ie one of the nearer squares, as with a charge it must be in a straight line even if this is straight down). From a fall that is free from damage reducing or speed slowing effects associated with falling (aside from the Break fall, Dragoon power).
For every 10 feet that the Dragoon was above the target at the start of the fall (up to a maximum of 100ft.) she can add her unmodified strength bonus to the attack for the purposes of damage. The Dragoon doesn’t get her bonus of +1 to attack from having higher ground, though she counts as charging so gets a +2 to attack and -2 to AC. Additionally any damage done from a polearm or lance is doubled as if she charged from the back of a mount.
The opponent may ready an attack against your charge if they succeed on a spot check against DC10 (normal rules apply if the opponent is unaware of your presence). You can take a five foot step back-wards only at the end of this attack.
i.e. Richard with a spear in two hands jumps off a ledge, with his +2 Str bonus, from his vantage point 43 feet above a goblin, makes his jump check and lands in the square short of the goblin (as he has a reach weapon he can still attack). He now has –2 to AC, +2 to his attack roll and modified strength bonus to damage of +11 (+1 for wielding a two handed weapon). After he has completed the attack he takes a five foot step backwards.

Riding the Currents (Su): As of 8th level, she may use the spell Feather Fall 3 + (her Charisma bonus) times a day, but only affecting herself. This effect can also be cancelled as a free action.

Unerring Accuracy (Su): As of 10th level, she may use as a free action the spell True Strike 1 + (her Charisma bonus) times a day. This improves to 2 + (her Charisma bonus) times a day at 14th level.

Skill Mastery: Jump and Tumble: At 15th level the Dragoon becomes so certain in the use of her jump and tumble skills that she can use them reliably even under adverse conditions. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so.

Wind Walker (Su): As of 16th level, she may use as a free action the spell Air Walk (Cl 1) 1 + (her Charisma bonus) times a day, but only affecting herself. This effect can also be cancelled as a free action.

Downward Drive (Ex): At 19th level the Dragoon learns how to make full use of the momentum she gains from the heights she attacks from. With both Javelineer’s Advantage and Lancer’s Charge the maximum height that she can take advantage of increases to 200ft.



Ex-Dragoons
A Dragoon who becomes chaotic in alignment cannot progress in levels as a Dragoon, he retains all of his abilities aside from the Jump Bonus’ and Skill Mastery’s as he falls out of practice.




Notes:
-Medium creatures have a Vertical Reach of 8'. To go up a size, double this. To go down a size, halve it. Quadrupeds have a Reach of a creature that is one size smaller. The height of the target is the height of the ground it stands on plus half of the targets vertical reach or plus all of the vertical reach if they are two or more sizes larger than the Dragoon.

-Height in the text above never actually refers too any creature height but often refers to altitude.

-Maximum fall distance for one round is 150ft. on the first round of falling and 300ft. on consecutive rounds of falling. Maximum fall damage is 20d6 (200ft.).

-Due to the custom jump abilities multiclassing or using feats outside of the SRD should be considered thoroughly by both player and DM.

-Playing a Dragoon you might find that as soon as you jump the smart monster runs the other way... well, while your in the air you wont catch up with them. If your DM likes doing this then use it to your advantage to disrupt your enemies plans, make him choose between running and trying to take down your teammates. This class is based on knightly principles after all and helping people is nice. (If they are still running to much for your liking talk to your DM, perhaps instate a lack of attention rule i.e. if the goblin's busy fighting the other guy in plate surly he wont notice you jumping up in the air behind him)